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Zebra plant

Haworthiopsis attenuata

A succulent that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 203Zebra plantSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistPrickβš” 30β˜€ 0Barb Primingfree1Γ— / battleretreat β˜€41speed 0.34Crassulacean AcidMetabolismactiveRoot SloughingactiveCAM Shaftβš” 30β˜€ 2Zebra plant β€” full-size photoZebra plantHaworthiopsis attenuataLVL 100

Overview

The Zebra plant is a succulent in Supplant. It is native to Africa and invasive in Europe, Eastern North America and Western North America, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Prick is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Barb Priming, unlocks at level 25: Raises its barbs β€” Poison and Wither the foe. The advanced attack, CAM Shaft, comes online at level 40 for 6 Sun β€” Switches to night breathing β€” and keeps the speed.

As a native its attacks land for about 26 (starter) and 26 (advanced); as an invasive those rise to 27 and 27 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (30) decides who moves first on turn 1, and SPD (21) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

It reads Photosynthesis from level 10, and a second passive, Succulence, stacks on at level 68.

Photosynthesis. A 60% chance to heal itself in sunny weather β€” reliable-ish grind, but weather-dependent and never guaranteed.

Succulence. A 60% chance to regenerate a little HP in any weather, wet or dry, so it can slowly out-grind a chip-damage race.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 121, DEF 2, with a retreat cost of 19 Sun and tempo pips of 30 initiative / 21 SPD. Its DEF sits at the succulent floor: this is a high-HP, thin-plate card, and poison or a big attacker cuts straight through. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 19 (against 15 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

Classic succulent divergence: HP balloons toward 233 while DEF stays near the floor (3). Huge, and still soft. Retreat rises to 41 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. All water and no armor: big HP but near-zero DEF. Its 60% heals let it grind out attrition, yet poison and heavy hitters cut straight through its thin plating. A slow attrition card, not a bruiser. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 13, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.

Total power

Leveling trades speed for power. A plant’s tempo (SPD + INI, the turn-order edge) fades as it grows, while its power (HP + ATK + DEF, net of the rising Sun cost to retreat) climbs. The crossover is the level where power overtakes tempo: below it the plant is a fast skirmisher, above it a heavyweight. Shown for each stance this plant can actually hold β€” native adds a HP cushion, invasive an attack edge, neutral neither β€” with the card at its crossover and fully grown at LvΒ 100.

Nativepower overtakes tempo at Lv 13

CrossoverLv 13
HP
71
ATK
11
DEF
1
SPD
29.92
INI
43.90
Retreat
βˆ’9
Tempo73.82
Power74
Fully grownLv 100
HP
233
ATK
25
DEF
3
SPD
0.34
INI
0.50
Retreat
βˆ’41
Tempo0.84
Power220

Invasivepower overtakes tempo at Lv 17

CrossoverLv 17
HP
68
ATK
13
DEF
1
SPD
28.56
INI
41.90
Retreat
βˆ’11
Tempo70.46
Power71
Fully grownLv 100
HP
203
ATK
36
DEF
3
SPD
0.34
INI
0.50
Retreat
βˆ’41
Tempo0.84
Power201

Neutralpower overtakes tempo at Lv 18

CrossoverLv 18
HP
70
ATK
12
DEF
1
SPD
28.22
INI
41.40
Retreat
βˆ’11
Tempo69.62
Power72
Fully grownLv 100
HP
203
ATK
25
DEF
3
SPD
0.34
INI
0.50
Retreat
βˆ’41
Tempo0.84
Power190

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)